fencer/core/src/sprite.c
2023-11-20 12:04:55 +01:00

105 lines
2.7 KiB
C

#include "sprite.h"
#include "camera.h"
#include "debug.h"
#include "render.h"
#include "spritesheet.h"
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_render.h>
struct Sprite {
// The animation sheet to sample sprites from.
Spritesheet* spritesheet;
// The current frame of animation.
size_t tile_index;
// The local transformation of this sprite.
Vector origin;
SDL_RendererFlip flip_state;
};
Sprite* sprite_from_spritesheet(Spritesheet* sheet, size_t initial_frame) {
Sprite* self = malloc(sizeof(Sprite));
ASSERT_RETURN(self != NULL, NULL, "Failed to allocate memory for new sprite.");
self->spritesheet = sheet;
self->origin = (Vector){0.5f, 0.5f};
self->tile_index = initial_frame;
self->flip_state = SDL_FLIP_NONE;
return self;
}
void sprite_destroy(Sprite* self) {
free(self);
}
void sprite_draw(Sprite* self, Transform transform) {
SDL_Texture* texture = spritesheet_get_texture(self->spritesheet);
SDL_Rect source = spritesheet_get_tile_rect(self->spritesheet, self->tile_index);
Vector origin = self->origin;
if(self->flip_state && SDL_FLIP_HORIZONTAL) {
origin.x = 1.0-origin.x;
}
if((self->flip_state & SDL_FLIP_VERTICAL) != 0) {
origin.y = 1.0-origin.y;
}
Vector left_top = transform_point(&transform, vinvf(origin));
SDL_FRect destination = (SDL_FRect) {
left_top.x, left_top.y,
transform.scale.x, transform.scale.y
};
destination = camera_world_to_pixel_rect(&g_camera, &destination);
origin = vmulf(origin, transform.scale);
SDL_RenderCopyExF(g_renderer, texture, &source, &destination,
transform.rotation * 57.2958, &origin, self->flip_state);
SDL_SetRenderDrawColor(g_renderer, 255, 255, 255, 255);
}
Vector sprite_get_origin(Sprite* self) {
return self->origin;
}
void sprite_set_origin(Sprite* self, Vector origin) {
self->origin = origin;
}
size_t sprite_get_tile(const Sprite* self) {
return self->tile_index;
}
void sprite_set_tile(Sprite* self, size_t frame) {
frame = frame % spritesheet_get_tile_count(self->spritesheet);
self->tile_index = frame;
}
Spritesheet* sprite_get_spritesheet(const Sprite* self) {
return self->spritesheet;
}
void sprite_set_spritesheet(Sprite* self, Spritesheet* spritesheet) {
self->spritesheet = spritesheet;
}
void sprite_flip_horizontal(Sprite* self, int horizontal) {
if(horizontal) {
self->flip_state |= SDL_FLIP_HORIZONTAL;
} else {
self->flip_state &= ~SDL_FLIP_HORIZONTAL;
}
}
void sprite_flip_vertical(Sprite* self, int vertical) {
if(vertical) {
self->flip_state |= SDL_FLIP_VERTICAL;
} else {
self->flip_state &= ~SDL_FLIP_VERTICAL;
}
}